Arlindil

Alex Virden's page

77 posts. Alias of The Emerald Duke.


Full Name

Alex Virden

Race

Half-Elf

Classes/Levels

Monk /1 | AC 16 T 16 FF 13 | HP 8/8 | F +2 R +5 W +5 | Init +5| Perc +9

Gender

Male

Size

5"11'

Age

24

Alignment

LG

Deity

Irori

Languages

Common, Elven, Tien, Kellish, Varisian

Strength 14
Dexterity 16
Constitution 11
Intelligence 14
Wisdom 16
Charisma 10

About Alex Virden

Physical Description:

Height: 5'11"
Weight: 140 LB
Eyes: Light Gold
Hair Color & Length: Shoulder length, dyed black.
Facial Hair: None
Skin Color: Pale flesh toned, does not change with sun exposure or physical exertion.
Other Features: He has a green tatoo of a bird decending on his forehead... which he has added to with green lines down his face, culminating on his chin. He also has a scar on his left breast (and corresponding on his back) where he was shot by an arrow as an adolescent.

Skills:
  • Acrobatics (Bonus = 7)
  • Escape Artist (Bonus = 7)
  • Knowledge: History (Bonus = 6)
  • Linguistics (Bonus = 6)
  • Perception (Bonus = 9)
  • Profession: Scribe (Bonus = 7)
  • Sense Motive (Bonus = 7)
  • Survival (Bonus = 8)

Feats:

Weapon and Armor Proficiencies: Club, Crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear. Not proficent with armor or shields.
Exile's Path: A lifetime spent shunned by others and eschewing your heritage makes you resistant to efforts to pry inside of your mind.
Prerequisite: Half-elf.
Benefit: Once per day, when you fail a Will save against an enchantment spell or effect, you may reroll that saving throw, but must take the reroll result even if it's worse.
Stunning Fist: You know just where to strike to temporarily stun a foe.
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
Combat Reflexes: You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.
Exotic Weapon Proficiency (Double Chained Kama): Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
Prerequisite: Base attack bonus +1.
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.

Traits:

Poverty-Stricken: Your childhood was tough, and your parents always had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.
Chance Savior: Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar’s life and did so. His gratitude was effusive, and he promised that he would never forget you. You are unsure of the nature of the summons in his will, but believe he may have listed you as a possible heir in thanks for saving him from an untimely demise. Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right place at the right time. You gain a +2 trait bonus on Initiative checks.

Class Features:

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Flurry of Blows: Can make a flurry of blows as a full-attack action. When doing so, may make an additional attack taking a -2 pentalty on all of his attack rolls. Attacks can be any combination of unarmed strikes and monk weapons. Base attack bonus equals monk level, other purposes is
Unarmed Strike: Gains Improved Unarmed Strike at first level. May be with hands, feet, elboes or knees. No "off-hand" attacks, so all unarmed strikes apply full strength bonus for damage rolls. Normally will do lethal damage, but may choose to do non-lethal (includes while grappling). Treated as both manufactured weapon and natural weapon for purposes of spells and effects. Deals damage based off monk damage table vice normal unarmed damage table.
Stunning Fist: Gains Stunning Fist at 1st level.

Race Specific:

+2 to one Ability Score (Cha): Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Elves see twice as far as humans in dim light conditions.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Saves:

Fortitude: +2
Reflex: +5
Will: +5

Combat Bonuses and Defenses:

Hit Dice: 1d8
Hit Points: 8/8
Initiative Bonus: +5
AC: 16
Touch: 16
Flat-Footed: 13
CMB: 2
CMD: 18
BAB: 0
MAB: 2
RAB: 3
Weapon Damage (Unarmed Strike): 1d6+2 (Crit: x2) (B, Monk)
Weapon Damage (Double Chained Kama): 1d6+2/1d6+2 (Crit: x2) (S, Double, Reach, Trip, Monk)
Weapon Damage (Sling): 1d4+2, (Crit: x2) (B, Range: 50 FT)

Possessions and Gold:

Possesions:
-Simple Monk Robes, dyed black and brown (5 GP, 2 lb)
-Double Chained Kama (8 GP, 4 lb)
-Sling (N/A, N/A)
-Sling Bullets (10) (1 SP, 5 lb)
-Monk's Kit - Backpack, Belt Pouch, Blanket, Rope, Soap, 10 Torches, Trail Rations (5 Days), Waterskin (8 GP, 22 lb)
-Bedroll (1 SP, 5 lb)
-Small Tent (10 GP, 20 lb)
-Pot (8 SP, 4 lb)
-Skillet (8 SP, 4 lb)
-Flint & Steel (1 GP, N/A)
-Teapot (1 SP, 1 lb)
-Mess Kit (2 SP, 1 lb)
Total Worth / Weight: 34 GP 1 SP / 68 lb
Gold:
0 Platinum, 5 Gold, 9 Silver, 0 Copper

Other Crunch:

Movement: 30 ft
Encumbured Movement: 20 ft
Light Load: 58 lb or less
Medium Load: 59-116 lb
Heavy Load: 117-175 lb
Max Overhead Lift: 175 lb
Max Lift: 350 lb
Normal Push Limit: 875 lb

Background:

There is much mystery surrounding the half-elven monk that calls himself Alex Virden. In part this is because Alex only recently began calling himself 'Virden', in part because many of those who knew him growing up either have sworn to kill him or sworn to forget him.

Alex was born in the Elven kingdom of Kyonin. He was the second of three siblings, in between his older half-brother Irean and his younger full sister Eiyea. His human mother abandoned him at age three, leaving his elven father to be raise him. This was a few months after his sister was born.

When he was ten, Irean died leading an assault on a neighboring band of human raiders from the River Kingdoms. Six years later he was banished from the kingdom for a crime that he claims to be innocent of committing. (In truth it was his sister who committed the crime and pinned it on him... along with an arrow when he was close to finding evidence to prove it.) He will not go into its details, however, and he tries to cover the tattoo marking him as an outcast with a cloth over his forehead (the tattoo is a green one in the shape of a descending bird that glows as he gets closer to the borders of the kingdom).

In the days after his exile, he begged his way to far off lands of Tian Xia. There a monastic order of monks took him in off the streets, in exchange for his learning their ways. Hours were spent learning the arts of hand to hand combat, as well as the proper use of sling and paired kama (often attached with a chain for greater functionality) until motions became second nature. Much like with the crime for his banishment, Alex refuses to say which order trained him. After six years of training and study, he left. He claims that he was sent to learn more from the world. It is not clear whether this journey was entirely his idea or not.

Deciding that the perfect place to start was the Pathfinder Society, Alex began heading toward Absalom. Along the way he encountered a strange scene. An elderly man, frail but feisty, was cornered by a mob of villagers in the country of Brevoy. The villagers seemed intent on executing the poor man for purported crimes of espionage. Seeing that the town was not listening to the well reasoned arguments of the man, Alex stepped in and knocked out the leader of the mob with his bare fists. Cowed by this sudden display, Alex used the ensuing chaos to get the man safely out of the village.

The man could not thank Alex enough, and after introducing himself as Professor Lorrimor, he promised to write him introductory letters to the Pathfinders. When he arrived, the Pathfinder Society's Grand Lodge took him in with open arms. It was not long after this that Alex received word of the Professor's demise from his daughter. Saddened, yet determined, Alex honors the summons to the funeral in hopes that he might yet bring some peace to the man's soul.